Overview of Post Processing Framework¶
OpenMW supports a moddable post process framework for creating and controlling screenspace effects. This is integrated into OpenMW’s Lua API, see reference for details.
- Describes a single shader invocation pass. Currently only pixel (also known as fragment) shaders are supported.
- An ordered list of passes, techniques will encompass a single effect like bloom or SSAO. Technique is interchangable with shader.
Installing and Activating¶
Shaders are managed through the virtual file system, simply install the associated archive or folder as described in mod-install. Shaders must be in the Shaders directory to be discoverable. A shader can be activated in one of two ways:
- Adding the shaders filename (without its extension) to the end of the
chain list in
- Using the in game post processor HUD, which can be activated with the
F2key by default. This is the recommended method as manual editing can be error prone.
It is possible to modify a shader without restarting OpenMW, live reload
must be enabled in
settings.cfg. Whenever a file is modified and saved, the
shader will automatically reload in game. This allows shaders to be written in a
text editor you are comfortable with. The only restriction is that new shaders
cannot be added, as the VFS will not be rebuilt and OpenMW will not be aware of
the new file.